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space_adventure.py
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330 lines (283 loc) · 9.87 KB
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import pygame
import random
import sys
import os
# Initialize pygame
pygame.init()
# Screen dimensions
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
# Colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
# Asset loading function
def load_image(name):
image_path = os.path.join('assets', 'images', name)
try:
image = pygame.image.load(image_path).convert_alpha()
return image
except pygame.error as e:
print(f"Cannot load image: {image_path}")
print(e)
return pygame.Surface((30, 30))
# Game settings
FPS = 60
# Create the screen
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Space Adventure - Debug Challenge")
# Clock for controlling game speed
clock = pygame.time.Clock()
# Load game images
player_img = load_image('player.png')
player_mini_img = load_image('player_mini.png')
bullet_img = load_image('bullet.png')
enemy_imgs = [load_image(f'enemy{i}.png') for i in range(1, 4)]
powerup_imgs = {
'shield': load_image('powerup_shield.png'),
'power': load_image('powerup_power.png')
}
explosion_imgs = [load_image(f'explosion{i}.png') for i in range(1, 6)]
# Player class
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = player_img
self.rect = self.image.get_rect()
self.rect.centerx = SCREEN_WIDTH // 2
self.rect.bottom = SCREEN_HEIGHT - 10
self.speed_x = 0
self.shield = 100
self.lives = 3
self.hidden = False
self.hide_timer = 0
self.power_level = 1
self.power_timer = 0
def update(self):
# Unhide if hidden
if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
self.hidden = False
self.rect.centerx = SCREEN_WIDTH // 2
self.rect.bottom = SCREEN_HEIGHT - 10
# Power up timeout
if self.power_level > 1 and pygame.time.get_ticks() - self.power_timer > 5000:
self.power_level -= 1
self.power_timer = pygame.time.get_ticks()
# Movement
self.speed_x = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speed_x = 8
if keystate[pygame.K_RIGHT]:
self.speed_x = -8
self.rect.x += self.speed_x
if self.rect.right > SCREEN_WIDTH + 20:
self.rect.right = SCREEN_WIDTH + 20
if self.rect.left < -20:
self.rect.left = -20
def shoot(self):
if not self.hidden:
if self.power_level == 1:
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
elif self.power_level >= 2:
bullet1 = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet1)
bullets.add(bullet1)
def hide(self):
self.hidden = True
self.hide_timer = pygame.time.get_ticks()
self.rect.center = (SCREEN_WIDTH / 2, SCREEN_HEIGHT + 200)
def powerup(self):
self.power_level += 1
self.power_timer = pygame.time.get_ticks()
# Enemy class
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = random.choice(enemy_imgs)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(0, SCREEN_WIDTH - self.rect.width)
self.rect.y = random.randrange(-150, -100)
self.speedy = random.randrange(1, 8)
self.speedx = random.randrange(-3, 3)
def update(self):
self.rect.y += self.speedy
self.rect.x += self.speedx
if self.rect.top > SCREEN_HEIGHT + 10:
self.rect.x = random.randrange(0, SCREEN_WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
if self.rect.left < -25 or self.rect.right > SCREEN_WIDTH + 25:
self.rect.x = random.randrange(0, SCREEN_WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
# Bullet class
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = bullet_img
self.rect = self.image.get_rect()
self.rect.centerx = x
self.rect.bottom = y
self.speedy = 1
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
# Powerup class
class Powerup(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.type = random.choice(['shield', 'power'])
self.image = powerup_imgs[self.type]
self.rect = self.image.get_rect()
self.rect.x = random.randrange(0, SCREEN_WIDTH - self.rect.width)
self.rect.y = random.randrange(-150, -100)
self.speedy = 4
def update(self):
self.rect.y += self.speedy
if self.rect.top > SCREEN_HEIGHT:
self.kill()
# Explosion animation class
class Explosion(pygame.sprite.Sprite):
def __init__(self, center, size):
super().__init__()
self.size = size
self.images = explosion_imgs
self.image = self.images[0]
self.rect = self.image.get_rect()
self.rect.center = center
self.frame = 0
self.last_update = pygame.time.get_ticks()
self.frame_rate = 50
def update(self):
now = pygame.time.get_ticks()
if now - self.last_update > self.frame_rate:
self.last_update = now
self.frame += 1
if self.frame >= 5:
self.kill()
elif self.frame < 5:
self.image = self.images[self.frame]
old_center = self.rect.center
self.rect = self.image.get_rect()
self.rect.center = old_center
# Function to draw text
def draw_text(surface, text, size, x, y):
font = pygame.font.SysFont("arial", size)
text_surface = font.render(text, True, WHITE)
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
surface.blit(text_surface, text_rect)
# Function to draw shield bar
def draw_shield_bar(surface, x, y, percentage):
if percentage < 0:
percentage = 0
BAR_LENGTH = 100
BAR_HEIGHT = 10
fill = (percentage / 100) * BAR_LENGTH
outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)
fill_rect = pygame.Rect(x, y, fill, BAR_HEIGHT)
pygame.draw.rect(surface, GREEN, fill_rect)
pygame.draw.rect(surface, WHITE, outline_rect, 2)
# Function to draw lives
def draw_lives(surface, x, y, lives, img):
for i in range(lives):
img_rect = img.get_rect()
img_rect.x = x + 30 * i
img_rect.y = y
surface.blit(img, img_rect)
# Game loop
def main_game():
global all_sprites, bullets, enemies, powerups
game_over = False
running = True
# Sprite groups
all_sprites = pygame.sprite.Group()
bullets = pygame.sprite.Group()
enemies = pygame.sprite.Group()
powerups = pygame.sprite.Group()
# Create player
player = Player()
all_sprites.add(player)
# Create enemies
for i in range(8):
new_enemy = Enemy()
all_sprites.add(new_enemy)
enemies.add(new_enemy)
# Score
score = 0
# Main game loop
while running:
# Keep loop running at the right speed
clock.tick(FPS)
# Process input (events)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
# Update
all_sprites.update()
# Check bullet-enemy collisions
hits = pygame.sprite.groupcollide(enemies, bullets, False, True)
for hit in hits:
score += 10
# Create explosion
explosion = Explosion(hit.rect.center, 30)
all_sprites.add(explosion)
# Spawn new enemy
new_enemy = Enemy()
all_sprites.add(new_enemy)
enemies.add(new_enemy)
# Random chance for power-up
if random.random() > 0.5: # 50% chance
powerup = Powerup()
all_sprites.add(powerup)
powerups.add(powerup)
# Check player-enemy collisions
hits = pygame.sprite.spritecollide(player, enemies, True)
for hit in hits:
player.shield -= 20
explosion = Explosion(hit.rect.center, 10)
all_sprites.add(explosion)
new_enemy = Enemy()
all_sprites.add(new_enemy)
enemies.add(new_enemy)
if player.shield <= 0:
# player.lives -= 1
player.shield = 100
player.hide()
if player.lives == 0:
game_over = True
# Check player-powerup collisions
hits = pygame.sprite.spritecollide(player, powerups, True)
for hit in hits:
if hit.type == 'shield':
player.shield += 20
if player.shield > 100:
player.shield = 100
if hit.type == 'power':
player.powerup()
if game_over:
pass
# Draw / render
screen.fill(BLACK)
all_sprites.draw(screen)
# Draw UI
draw_text(screen, str(score), 18, SCREEN_WIDTH / 2, 10)
draw_shield_bar(screen, 5, 5, player.shield)
draw_lives(screen, SCREEN_WIDTH - 100, 5, player.lives, player_mini_img)
# Flip the display
pygame.display.flip()
pygame.quit()
if __name__ == "__main__":
main_game()